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2018-12-12Disabled CollisionShape and CollisionShape2D are not processed nowStanislav
Fixes #24183
2018-11-16-Make sure monitorable cant be flipped while flushing queries, fixes #17330Juan Linietsky
-Also added set_deferred, this was missing.
2018-11-14Ensure that even at slow speed, you will always get collision using ↵Juan Linietsky
kinematic motion. Fixes #16250
2018-11-10Make sure rotated shapes with one way direction collisions work, fixes #12791Juan Linietsky
2018-11-082D Rigid Body CCD should work again, fixes #6664Juan Linietsky
2018-11-07Merge pull request #21386 from RandomShaper/fix-picking-in-canvas-layersJuan Linietsky
Fix picking in CanvasLayer
2018-11-03<fales> end of the week ;-)Juan Linietsky
2018-11-03Fix condition testJuan Linietsky
2018-11-02Simple workaround to make one way moving platforms work, fixes #9399Juan Linietsky
2018-11-02-Fix problem in OWC logic closes #11357Juan Linietsky
-Fix problem with kinematic move and disabled shapes, in both 2D and 3D
2018-11-01Merge pull request #22933 from SeleckyErik/issue-9148Juan Linietsky
Fixed non-monitorable areas triggering overlap (reopened)
2018-10-25Merge pull request #22779 from Superwaitsum/LimitSettingsRémi Verschelde
Limit several project settings
2018-10-24Add some limits on the Editor SettingsSuperwaitsum
2018-10-11Fixed non-monitorable areas triggering overlapErik
Non-monitorable areas are never removed from the monitor query of other areas. This makes areas that turn not monitorable while overlapping with other areas get stuck in the other areas' monitor query and trigger false overlaps. This is a fix for issue #9148.
2018-10-06Remove redundant "== false" codeAaron Franke
Some of this code has been re-organized. f
2018-10-06Remove redundant "== true" codeAaron Franke
If it can be compared to a boolean, it can be evaluated as one in-place.
2018-09-27Fix various warnings: [-Waddress], [-Wpointer-arith], [-Wwrite-strings], ↵Rémi Verschelde
[-Wreturn-local-addr] and more Fixes the following GCC 5 warnings: ``` core/os/file_access.cpp:49:19: warning: the address of 'FileAccess::create_func' will always evaluate as 'true' [-Waddress] servers/audio_server.cpp:192:70: warning: comparison with string literal results in unspecified behaviour [-Waddress] drivers/gles2/rasterizer_storage_gles2.cpp:4095:90: warning: NULL used in arithmetic [-Wpointer-arith] modules/gdnative/register_types.cpp:237:3: warning: deprecated conversion from string constant to 'char*' [-Wwrite-strings] platform/android/export/export.cpp:207:1: warning: deprecated conversion from string constant to 'char*' [-Wwrite-strings] modules/gdscript/gdscript.h:150:67: warning: returning reference to temporary [-Wreturn-local-addr] servers/physics_2d/collision_object_2d_sw.h:119:56: warning: returning reference to temporary [-Wreturn-local-addr] servers/physics_2d/collision_object_2d_sw.h:123:56: warning: returning reference to temporary [-Wreturn-local-addr] servers/physics_2d/collision_object_2d_sw.h:127:50: warning: returning reference to temporary [-Wreturn-local-addr] servers/physics_2d/collision_object_2d_sw.h:131:52: warning: returning reference to temporary [-Wreturn-local-addr] editor/plugins/skeleton_editor_plugin.cpp:34:36: warning: extra tokens at end of #include directive modules/bullet/bullet_types_converter.cpp:31:9: warning: #pragma once in main file editor/import/editor_scene_importer_gltf.cpp:1996:51: warning: name lookup of 'i' changed modules/visual_script/visual_script_property_selector.cpp:402:45: warning: name lookup of 'E' changed scene/gui/tree.cpp:1268:25: warning: name lookup of 'i' changed scene/resources/visual_shader.cpp:808:32: warning: name lookup of 'i' changed ```
2018-09-13Merge pull request #21982 from luzpaz/misc-typosRémi Verschelde
Misc. typos
2018-09-12Misc. typosluz.paz
Found via `codespell -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po"`
2018-09-12Make core/ includes absolute, remove subfolders from include pathRémi Verschelde
This allows more consistency in the manner we include core headers, where previously there would be a mix of absolute, relative and include path-dependent includes.
2018-08-25Fix picking in CanvasLayerPedro J. Estébanez
New APIs in 2D physics allow intersection queries filtered by CanvasLayer object instance id. Viewport keep an inventory of its descendant CanvasLayers and takes advantage of all that to test picking with the mouse/touch position correctly transformed for each CanvasLayer.
2018-08-24Make some debug prints verbose-only, remove othersRémi Verschelde
2018-08-21Changes to ClippedCamera, RayCast,Raycast2D and 2D physics API to add ↵Juan Linietsky
ability to choose between bodies and areas when colliding.
2018-08-16add project method to Vector2/3Thomas Herzog
2018-08-11[Core] Completely kill math_2d.h, change includesAaron Franke
2018-08-07Merge pull request #20381 from AndreaCatania/phymat_2Juan Linietsky
Improved Physics material
2018-08-07Removed physics material combination mode. Added rough and absorbent ↵Andrea Catania
parameter to material. Fixed 'change' signal connection
2018-07-26Reduce unnecessary COW on Vector by make writing explicitHein-Pieter van Braam
This commit makes operator[] on Vector const and adds a write proxy to it. From now on writes to Vectors need to happen through the .write proxy. So for instance: Vector<int> vec; vec.push_back(10); std::cout << vec[0] << std::endl; vec.write[0] = 20; Failing to use the .write proxy will cause a compilation error. In addition COWable datatypes can now embed a CowData pointer to their data. This means that String, CharString, and VMap no longer use or derive from Vector. _ALWAYS_INLINE_ and _FORCE_INLINE_ are now equivalent for debug and non-debug builds. This is a lot faster for Vector in the editor and while running tests. The reason why this difference used to exist is because force-inlined methods used to give a bad debugging experience. After extensive testing with modern compilers this is no longer the case.
2018-07-24Modified RigidBody, PhysicsDirectBodyState, PhysicsServer, and their ↵Tiger Caldwell
respective 2D counterparts to be more consistent and to include more useful methods. RigidBody: - Added add_central_force - Added add_force - Added add_torque - Added apply_central_impulse RigidBody2D: - Added add_central_force - Added add_torque - Added apply_central_impulse - Added apply_torque_impulse PhysicsDirectBodyState: - Added apply_central_impulse Physics2DDirectBodyState: - Added add_central_force - Added add_force - Added add_torque - Added apply_central_impulse - Added apply_impulse - Added apply_torque_impulse PhysicsServer: - Added body_add_force - Added body_add_torque - Added body_add_central_force - Added body_apply_central_impulse Physics2DServer: - Added body_add_torque - Added body_add_central_force - Added body_apply_central_impulse - Added body_apply_torque_impulse Also fixed some small bugs along the way
2018-07-23Merge pull request #12403 from AndreaCatania/phymatJuan Linietsky
Physics material
2018-07-17Further fixes to KinematicBody2D API, support for sync motion in moving objectsJuan Linietsky
2018-07-16-Added support for raycast in KinematicBody2DJuan Linietsky
-Added support for snapping in KinematicBody2D
2018-05-26Merge pull request #18349 from Gorgexpress/masterMax Hilbrunner
Fixed 2D intersect_shape limiting broadphase results
2018-05-11Implemented physics materialAndreaCatania
Hidden a function Fixed travis static check
2018-05-07Merge pull request #18144 from ↵Juan Linietsky
Crazy-P/Resolves-crash-on-shape2D-culling-for-empty-Concave-shapes Resolves crash on shape2D culling for empty Concave shapes
2018-04-22Fixed 2D intersect_shape limiting broadphase resultsMichael
Physics2DDirectSpaceStateSW was applying the result limit to broadphase collision detection instead of narrow. This is inconsistent with its 3D variant, as well as the rest of the 2D direct space state functions. Broadphase is now limited by INTERSECTION_QUERY_MAX like everything else, and narrow phase is exited early when the result limit has been reached.
2018-04-19Fix Coverity reports of uninitialized scalar variableRémi Verschelde
Fixes most current reports on Coverity Scan of uninitialized scalar variable (CWE-457): https://cwe.mitre.org/data/definitions/457.html These happen most of the time (in our code) when instanciating structs without a constructor (or with an incomplete one), and later returning the instance. This is sometimes intended though, as some parameters are only used in some situations and should not be double-initialized for performance reasons (e.g. `constant` in ShaderLanguage::Token).
2018-04-12Resolves crash on shape2D culling for empty Concave shapesCrazy-P
Fixes https://github.com/godotengine/godot/issues/17789
2018-04-08Merge pull request #17151 from ShyRed/disabled_shapes_2dJuan Linietsky
Remove disabled shapes from physics 2D calculations
2018-03-07Bring back Vector2.cross()Bernhard Liebl
2018-03-07Remove disabled shapes from physicsShyRed
Disabling a shape removes it from physics calculations. Enabling a shape adds it back to the physics calculations.
2018-02-20Merge pull request #16757 from AndreaCatania/kinpushRémi Verschelde
Improved kinematic body, Now can move rigid body
2018-02-20Improved kinematic body 2D and 3D, Now can move rigid bodyAndrea Catania
2018-02-19Merge pull request #16530 from AndreaCatania/raysRémi Verschelde
Improved ray shape (2D and 3D) by addiing the possibility to act as r…
2018-02-19Improved ray shape (2D and 3D) by addiing the possibility to act as regular ↵Andrea Catania
shape
2018-02-18Fix 2d collision body update on shape removeKonrad Nowakowski
2018-02-17Clean up some bad words from code commentsArtem Varaksa
2018-02-05Added physics API in order to enable/disable collisions between rigidbody ↵Andrea Catania
attached to a joint with bullet physics bullet Fixes #16424
2018-01-05Add missing copyright headers and fix formattingRémi Verschelde
Using `misc/scripts/fix_headers.py` on all Godot files. Some missing header guards were added, and the header inclusion order was fixed in the Bullet module.
2018-01-01Update copyright statements to 2018Rémi Verschelde
Happy new year to the wonderful Godot community!